Chase (Dissidia 012)

From Dissidia Wiki

Chase is a battle mechanic in Dissidia Final Fantasy and Dissidia 012 during which players take turns in attacking each other.

Overview

Whenever a move with Chase properties connects, the player who performed this attack will have an X button prompt at the center of the screen for a brief period of time. Should the player take this prompt, the player character will initiate a Chase sequence and is then presented with three options to interact with the opponent. The opponent must defend against these options either by dodging at the right time by pressing X or using Recovery Attack.

Dodging during chase generates 15 EX Force.

Chase Bravery attack

Damage multiplier Startup frame Type Priority EX Force
30 19F Magical (Golbez / Kefka / Kuja / Shantotto) / Physical (Others) ? 60
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall Rush, Chase -
Unlocked at
level
Mastered at
AP


Bravery attack is a single hit attack that will send the opponent back, with the ability to wall rush if near a wall. The angle of this attack can be altered with the analog stick to send the opponent upwards or downwards whenever this action can be performed, but the start-up speed and wall rush potential remain the same.

The damage multiplier property depends on the character. Shantotto, Golbez, Kefka and Kuja have magic type bravery attacks and thus scale with equipment that boosts magic damage, while everyone else has a physical type bravery attack during Chase. Prishe is an exception, her damage type depends on the input of this attack. Up + Circle or Down + Circle is a magic type and only Circle is a physical type.

Since the bravery chase attack can wall rush, assist followups are possible and any action that is related to Assist or EX meters can be performed after the attack has connected. To many people, this is an unreactable move and trying to evade this can be used to trick them into sustaining an HP attack during Chase instead.

Chase HP attack

Damage multiplier Startup frame Type Priority EX Force
- 61F - ? 60?
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall Rush -
Unlocked at
level
Mastered at
AP


HP attack is a single hit attack that will send the opponent away from the current position with the ability to wall rush. The knockback is significantly longer than with the bravery attack. This attack will only deal HP damage and it takes 61 frames to impact. As such, waiting to react to this attack is well within the realm of possiblity but the risk of suffering a bravery attack can be very costly depending on the situation of the match.

The reward for landing an HP attack is much higher on average, given it deals inescapable damage that can end the match, deplete assist and / or ex meter, generate a lot of assist meter thanks to Side by Side and EXP to Assist. The damage potential is also high as a result, with wall rush enabling additional damage via wall rush damage boosts and Assist followups.

Due to the attack's lengthy windup, it is possible to use it to set up Aerith assist's Seal Evil to connect on an opponent who attempts to dodge the HP attack. This can be considered a checkmate situation in which neither outcome can be beneficial for the opponent.

Chase HP attack is the only way Gabranth can deal HP damage without EX Mode or Assist.

Both BRV and HP attacks during Chase generate 60 EX Force. However, because a dodge also generates 15 EX Force, a successful HP attack that wins against an early dodge will yield more EX Force in total for the attacker.

Empty Chase

If no further action is done by the attacker after initiating Chase, the sequence will end. At this moment, the attacker will recover from the dash and their opponent will be considered in a damaged tumbling state.

1 Hit Chase

1 hit chase ís a stipulation in modern competitive Dissidia 012 rulesets. The idea is simple: After a player connects with a chase Bravery attack, that player cannot continue chase and do another chase attack, BRV nor HP. This is to avoid competitive gameplay being reduced to frequent chase sequences.

Example of an illegal scenario

  • Cloud connects his Double Cut bravery attack and initiates chase
  • Cloud performs bravery attack and it connects
  • Cloud continues chase
  • Cloud performs a bravery attack or HP attack in chase

Example of a legal scenario (one sided interaction):

  • Cloud connects his Double Cut bravery attack and initiates chase
  • Cloud performs bravery attack and it connects
  • Cloud does not continue chase

If Cloud wall rushed the opponent, the player can call the assist for a combo. If HP attack is performed in chase instead, the chase sequence will automatically end and assists can be used to follow up.

If a player connects with a chase bravery attack, that player can continue with another chase, but must not perform a chase BRV or HP attack. Think of this as an empty chase that can be used as a situational combo starter or extender. Since the opponent cannot perform any actions during the time a player dashes towards the opponent in chase, it can be used to extend the first chase bravery attack's knockback and secure a ground wall rush.

This rule applies to both players regardless of who initiates chase first. What is important is not following a chase bravery attack with another chase bravery or HP attack in a row.